Comments (5)
It looks like the bug is that it's allocating textures and vertex buffers before allocating a render target... I'm not sure why this is an assert, or if it actually violates any DirectX usage constraints.
Obviously it can't allocate every render target it will ever need before it loads textures.
If you continue past the assert, are there any graphical artifacts?
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No, it was rendering fine as far as I can tell.
from plasma.
MSDN documentation on D3D9 resource pools says nothing about requiring managed or non-managed resources to be alloc'd in a specific order. I say we can get rid of this assert.
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Relevant article about POOL_DEFAULT vs POOL_MANAGED stuff: http://msdn.microsoft.com/en-us/library/windows/desktop/ee418784(v=vs.85).aspx
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I haven't seen this assertion the past couple times I've run this in a debugger. Feel free to re-open if it pops up again, but I'm gonna close this.
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